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1.
Licere (Online) ; 24(2): 707-725, 20210630.
Artigo em Português | LILACS | ID: biblio-1291977

RESUMO

A relação entre o lazer e consumo bebidas alcoólica é algo tão comum e inerente ao ser humano que praticamente não existe estudos que discutam o tema com profundidade. Geralmente, a relação está atrelada ao convívio e sociabilidade em momentos de festas, comemorações, encontros diversos sejam para celebrar alguma ocasião feliz ou mesmo triste, rituais religiosos ou fortalecer relacionamentos sociais. Contudo, é ainda mais difícil encontrar estudos que teorizem o aumento expressivo do consumo de bebidas alcoólicas relacionados ao lazer, em períodos de isolamento social provocado por pandemias, como o caso da que ocorre em 2020 em todo o mundo, provocada pelo novo Coronavírus. Dessa forma, o objetivo deste artigo é discutir os dados estatísticos apresentados por alguns estudos no primeiro semestre de 2020 que evidenciaram o aumento do consumo de vinho no Brasil à luz dos estudos do lazer sobre a fuga da realidade, fonte de prazer e status. A escolha do vinho entre tantas outras bebidas alcoólicas se deu pelo seguinte motivo: enquanto o consumo de cerveja, que ocorre principalmente entre amigos, apresentou uma queda no primeiro trimestre de 2020, no mesmo período, o consumo de vinho aumentou significativamente, com compras em compras através de e-commerce e lojas físicas, como supermercados e atacadistas.


The relationship between leisure and the consumption of alcoholic beverages is something so common and inherent to the human being that practically there are no studies that discuss the topic in its depth. Being, the relationship is linked to conviviality and sociability in moments of parties, celebrations, meetings whether to celebrate some happy or even sad occasion, religious rituals or social improvements. However, it is even more difficult to find that theorization the expressive increase in the consumption of alcoholic beverages related to leisure, in periods of social isolation caused by pandemics, as in the case of the occurrence in 2020 worldwide, caused by the new coronavirus. Thus, the objective of this article is to discuss the statistical data generated by some studies in the first half of 2020 that evidenced the increase in wine consumption in Brazil linking these with leisure studies such as escape from reality, source of pleasure and status. The choice of wine among so many other alcoholic beverages was due to the following reason: while beer consumption, which occurs mainly among friends, fell in the first quarter of 2020, in the same period, wine consumption increased, with purchases in purchases through e-commerce and physical stores, such as supermarkets and wholesalers.


Assuntos
Atividades de Lazer , Bebidas Alcoólicas
2.
J Behav Addict ; 8(1): 181-189, 2019 Mar 01.
Artigo em Inglês | MEDLINE | ID: mdl-30920294

RESUMO

BACKGROUND AND AIMS: Previous research shows that empathy can be one of the potential protective factors for Internet gaming disorder (IGD), yet the complex relationships between multidimensional factors of empathy and IGD remain understudied. Thus, a major question moving forward is to resolve the mixed empirical data by examining the specific contributions of empathy components. In this study, we disentangle the effects of cognitive component (i.e., perspective taking) and affective component (i.e., empathic concern and personal distress) on IGD symptoms and propose affect-oriented mediation pathways between them. METHODS: We surveyed a large sample (N = 3,348) of Chinese vocational school students, one of the most vulnerable groups to online gaming addiction. RESULTS: Our structural equation modeling results revealed that only personal distress, but not empathic concern or perspective taking, positively predicted IGD symptoms. However, empathic concern and personal distress were negatively and positively predicted gaming motive of escape from reality, respectively, which in turn predicted IGD symptoms. Furthermore, we found an indirect effect of perspective taking on IGD through empathic concern and then gaming motive of escape from reality. DISCUSSION AND CONCLUSION: The findings underscore the importance of separating the affective and cognitive components to understand the complex relationships between the empathy and IGD, and support our theorizing of the affect-oriented mediation mechanism.


Assuntos
Comportamento Aditivo/psicologia , Empatia , Internet , Jogos de Vídeo/psicologia , Adolescente , China , Feminino , Humanos , Masculino , Percepção Social , Estresse Psicológico , Estudantes , Educação Vocacional , Adulto Jovem
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